Okay. Time for another, I think. And this time we're playing The Resistance.
An important difference between Resistance and Mafia is that we're going to play this one as quickly as possible, so as soon as all required information is available, we'll proceed. That means we won't have a schedule, like Mafia, and it also means you'll probably need to be around a lot more often than Mafia required, otherwise you're going to slow the game down for everyone.
I'll explain the rules and how this is going to work later. For now, I just want to see if there will be players around. I'm not going to do first-come-first-served this time. Instead, I'm going to prioritise players with a history of strong participation in previous games (to hopefully prevent people never posting, which will actually break this game entirely), and completely new players (to give the new guys their fair chance). There's a fundamental 10 player limit here, but I'll keep this up until about the end of the week, to give everyone a chance to see it and decide.
Also, the game will likely finish FAR more quickly than Mafia (I expect in about 2-3 days or so), so don't worry about, like, Skyrim or whatever. This will clearly just tide you over until then.
So. Who's in?
-- RULES EDIT --
Among the players will be a specified (determined by our final player count) number of spies. It is the spies duty to sabotage the 'plot' without giving away who they are. Spies know each other, but can not communicate in private. In fact (since we'll be doing game-accounts again, because that was fun) your accounts will have PMs disabled, if possible, because I just can't trust all you ****ers! :P
The game will comprise of as many as 5 rounds, though it may end sooner depending on how well a specific faction does. It usually lasts for all 5, though.
In each round, one player will be the group leader. It's randomly chosen at the start, and then will proceed in alphabetical order thereafter. The leader is provided with a varying number of plans. This number is determined by the total player count as well as which round we're in. The leader may then distribute the plans however he sees fit among all players, including to himself. All players vote on this choice, and a majority vote is required for the assignment to succeed. If the assignment fails, the next player is made the leader, and gets to make his proposal. If the votes fail 5 times in a row, the spies immediately win.
Once the majority is happy with the plan assignment, all spies who have been given plans (oh no!) get to decide whether or not they're going to assist or sabotage the plan. Only spies get this choice, all non-spies are assumed to always do their part, but I will nonetheless require everyone's input, if only just as an act of signing in, so as not to give away any spies. You will send me your choice (or lack thereof) as a PM from your proper account (a bit contrived, I know, but it's unfortunately necessary).
Once everyone's made their decision, all choices will be revealed (though not who made them). If at least one sabotage appears at this point, that plan fails. If not, the plan succeeds. Seeing as we'll likely be playing with more than 8 players, the fourth round - and only the fourth round - requires two sabotages for it to fail, instead of one. This process then repeats. 3 successes means the Resistance wins. 3 failures, and the spies win.
And that's it. Ask questions if you're confused and stuff.


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